private void PerformCreateGood()
        {
            GoodCard goodCard  = new GoodCard();
            var      viewModel = (GoodCardVM)goodCard.DataContext;

            var nodeIndexes = GetNodeIndexes(CurrentNode);

            viewModel.PutData(warehouseManager, new Good(), nodeIndexes, -1);

            goodCard.Show();
        }
        private void PerformUpdateGood()
        {
            GoodCard goodCard  = new GoodCard();
            var      viewModel = (GoodCardVM)goodCard.DataContext;

            var nodeIndexes = GetNodeIndexes(CurrentNode);

            var goodIndex = GetGoodIndex(CurrentGood, CurrentNode);

            viewModel.PutData(warehouseManager, CurrentGood, nodeIndexes, goodIndex);

            goodCard.Show();
        }
Exemple #3
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 // POST /GoodCard/token/
 public HttpResponseMessage Post(string token, [FromBody] GoodCard param)
 {
     try
     {
         HttpResponseMessage retorno = new HttpResponseMessage();
         if (Permissoes.Autenticado(token))
         {
             return(Request.CreateResponse <Int32>(HttpStatusCode.OK, GatewayGoodCard.Add(token, param)));
         }
         else
         {
             return(Request.CreateResponse(HttpStatusCode.Unauthorized));
         }
     }
     catch
     {
         throw new HttpResponseException(HttpStatusCode.InternalServerError);
     }
 }
Exemple #4
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    private void GenerateCardListRandomly()
    {

        int tmpNum = this.MarionetteCardNumber;
        while (tmpNum > 0)
        {
            int randomIndex = UnityEngine.Random.Range(0, Utilities.MARIONETTE_CARD_NUM);
            MarionetteCard card = Utilities.MarionetteCardList[randomIndex];
            if (!card.IsSelected)
            {
                card.IsSelected = true;
                MarionetteCardList.Add(card);
                tmpNum--;
            }
        }

        tmpNum = this.DrawingCardNumber;
        while (tmpNum > 0)
        {
            int randomIndex = UnityEngine.Random.Range(0, Utilities.DRAWING_CARD_NUM);
            DrawingCard card = Utilities.DrawingCardList[randomIndex];
            if (!card.IsSelected)
            {
                card.IsSelected = true;
                DrawingCardList.Add(card);  
                tmpNum--;
            }
        }

        tmpNum = this.GoodCardNumber;
        while (tmpNum > 0)
        {
            int randomIndex = UnityEngine.Random.Range(0, Utilities.GOOD_CARD_NUM);
            GoodCard card = Utilities.GoodCardList[randomIndex];
            if (!card.IsSelected)
            {
                card.IsSelected = true;
                GoodCardList.Add(card);
                tmpNum--;
            }
        }
    }
Exemple #5
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        /// <summary>
        /// Altera GoodCard
        /// </summary>
        /// <param name="param"></param>
        /// <returns></returns>
        public static void Update(string token, GoodCard param)
        {
            GoodCard value = _db.GoodCards
                             .Where(e => e.id.Equals(param.id))
                             .First <GoodCard>();

            // OBSERVAÇÂO: VERIFICAR SE EXISTE ALTERAÇÃO NO PARAMETROS


            if (param.id != null && param.id != value.id)
            {
                value.id = param.id;
            }
            if (param.lancamento != null && param.lancamento != value.lancamento)
            {
                value.lancamento = param.lancamento;
            }
            if (param.dtaHora != null && param.dtaHora != value.dtaHora)
            {
                value.dtaHora = param.dtaHora;
            }
            if (param.qtdTotalParcelas != null && param.qtdTotalParcelas != value.qtdTotalParcelas)
            {
                value.qtdTotalParcelas = param.qtdTotalParcelas;
            }
            if (param.lote != null && param.lote != value.lote)
            {
                value.lote = param.lote;
            }
            if (param.cnpj != null && param.cnpj != value.cnpj)
            {
                value.cnpj = param.cnpj;
            }
            if (param.numCartao != null && param.numCartao != value.numCartao)
            {
                value.numCartao = param.numCartao;
            }
            if (param.redeCaptura != null && param.redeCaptura != value.redeCaptura)
            {
                value.redeCaptura = param.redeCaptura;
            }
            if (param.valorTransacao != null && param.valorTransacao != value.valorTransacao)
            {
                value.valorTransacao = param.valorTransacao;
            }
            if (param.valorReembolso != null && param.valorReembolso != value.valorReembolso)
            {
                value.valorReembolso = param.valorReembolso;
            }
            if (param.valorDescontado != null && param.valorDescontado != value.valorDescontado)
            {
                value.valorDescontado = param.valorDescontado;
            }
            if (param.dtaRecebimento != null && param.dtaRecebimento != value.dtaRecebimento)
            {
                value.dtaRecebimento = param.dtaRecebimento;
            }
            if (param.idOperadora != null && param.idOperadora != value.idOperadora)
            {
                value.idOperadora = param.idOperadora;
            }
            if (param.idBandeira != null && param.idBandeira != value.idBandeira)
            {
                value.idBandeira = param.idBandeira;
            }
            if (param.idTerminalLogico != null && param.idTerminalLogico != value.idTerminalLogico)
            {
                value.idTerminalLogico = param.idTerminalLogico;
            }
            _db.SaveChanges();
        }
Exemple #6
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 /// <summary>
 /// Adiciona nova GoodCard
 /// </summary>
 /// <param name="param"></param>
 /// <returns></returns>
 public static Int32 Add(string token, GoodCard param)
 {
     _db.GoodCards.Add(param);
     _db.SaveChanges();
     return(param.id);
 }
Exemple #7
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    public static void InitAllCardList()
    {
        MarionetteCardList[0]  = new MarionetteCard(0, "风晴雪", "派遣时,每3回合附近2格地块内的己方人偶工具数+1");
        MarionetteCardList[1]  = new MarionetteCard(1, "方兰生", "派遣时,经过此场景的玩家只可再前进1格地块");
        MarionetteCardList[2]  = new MarionetteCard(2, "阿阮", "退场时,拥有者立即获得卡牌露草");
        MarionetteCardList[3]  = new MarionetteCard(3, "沈曦", "派遣时,每3回合工具数、工具锋利度、工具牢固度均恢复到初始状态");
        MarionetteCardList[4]  = new MarionetteCard(4, "巽芳", "退场时,拥有者立即获得卡牌欧阳少恭");
        MarionetteCardList[5]  = new MarionetteCard(5, "襄铃", "比试时,扑卖阶段可投掷12枚铜钱");
        MarionetteCardList[6]  = new MarionetteCard(6, "乐无异", "驻守时,每5回合场景规模+1级");
        MarionetteCardList[7]  = new MarionetteCard(7, "谢衣", "驻守时,场内扩建所需的大葱-50%");
        MarionetteCardList[8]  = new MarionetteCard(8, "禺期", "退场时,拥有者立即获得卡牌无名之剑");
        MarionetteCardList[9]  = new MarionetteCard(9, "悭臾", "派遣时,每5回合其所在场景及附近2格地块内的场景土木值-5");
        MarionetteCardList[10] = new MarionetteCard(10, "红玉", "比试时必定先手");
        MarionetteCardList[11] = new MarionetteCard(11, "尹千觞", "退场时,随机进入场上一名玩家的手牌");
        MarionetteCardList[12] = new MarionetteCard(12, "闻人羽", "驻守百草谷时,工具锋利度+1,工具牢固度+1");
        MarionetteCardList[13] = new MarionetteCard(13, "欧阳少恭", "退场时,所有场景土木值-5");
        MarionetteCardList[14] = new MarionetteCard(14, "清和真人", "位于太华山时,每3回合大葱+100.与夏夷则比试时,工具锋利度-1");
        MarionetteCardList[15] = new MarionetteCard(15, "夏夷则", "退场时,有50%概率回到己方手牌,且工具数上限-3");
        MarionetteCardList[16] = new MarionetteCard(16, "百里屠苏", "工具数少于5时,工具锋利度+1");
        MarionetteCardList[17] = new MarionetteCard(17, "沈夜", "派遣时,每3回合工具锋利度+1,工具牢固度+1,工具数-1");
        MarionetteCardList[18] = new MarionetteCard(18, "陵越", "驻守天墉城时,工具锋利度+1.工具牢固度+1");
        MarionetteCardList[19] = new MarionetteCard(19, "华月", "退场时,拥有者立即获得卡牌华月的箜篌");
        MarionetteCardList[20] = new MarionetteCard(20, "北洛", "比试时,若一回合内无人偶退场,则再比试一回合");
        MarionetteCardList[21] = new MarionetteCard(21, "云无月", "派遣时,所有玩家每3回合大葱+100");
        MarionetteCardList[22] = new MarionetteCard(22, "岑缨", "奇数回合时,回避其他人偶的比试请求");
        MarionetteCardList[23] = new MarionetteCard(23, "姬轩辕", "驻守时,场景规模+1级,退场时,场景规模-1级");
        MarionetteCardList[24] = new MarionetteCard(24, "缙云", "比试结束时,若没有退场,则工具锋利度+1");
        MarionetteCardList[25] = new MarionetteCard(25, "巫炤", "退场时,所有玩家随机抽取1个厄运");
        MarionetteCardList[26] = new MarionetteCard(26, "司危", "比试结束时,若没有退场,则工具数+1");
        MarionetteCardList[27] = new MarionetteCard(27, "玄戈&霓商", "驻守天鹿城时,工具锋利度+1,工具锋利度+1,工具牢固度+1,工具数+1");
        MarionetteCardList[28] = new MarionetteCard(28, "嫘祖", "驻守西陵时,工具锋利度+1,工具牢固度+1");
        MarionetteCardList[29] = new MarionetteCard(29, "刘兄", "派遣时,每3回合从牌组中抽取1张卡牌");
        MarionetteCardList[30] = new MarionetteCard(30, "馋鸡", "工具数大于1时,比试过程中工具被一次性全毁后,会重新获得1个工具");
        MarionetteCardList[31] = new MarionetteCard(31, "阿翔", "比试时,有50%的概率避免工具受损");

        DrawingCardList[0]  = new DrawingCard(0, "琴川", "关联人偶:方兰生");
        DrawingCardList[1]  = new DrawingCard(1, "长安", "关联人偶:乐无异");
        DrawingCardList[2]  = new DrawingCard(2, "天墉城", "关联人偶:百里屠苏、陵越");
        DrawingCardList[3]  = new DrawingCard(3, "百草谷", "关联人偶:闻人羽");
        DrawingCardList[4]  = new DrawingCard(4, "巫山", "关联人偶:阿阮");
        DrawingCardList[5]  = new DrawingCard(5, "蓬莱", "关联人偶:巽芳、欧阳少恭");
        DrawingCardList[6]  = new DrawingCard(6, "青玉坛", "关联人偶:欧阳少恭");
        DrawingCardList[7]  = new DrawingCard(7, "紫榕林", "关联人偶:襄铃");
        DrawingCardList[8]  = new DrawingCard(8, "榣山", "关联人偶:悭臾、欧阳少恭");
        DrawingCardList[9]  = new DrawingCard(9, "太华山", "关联人偶:清和真人、夏夷则");
        DrawingCardList[10] = new DrawingCard(10, "幽都", "关联人偶:风晴雪、尹千觞");
        DrawingCardList[11] = new DrawingCard(11, "流月城", "关联人偶:沈曦、谢衣、沈夜、华月");
        DrawingCardList[12] = new DrawingCard(12, "桃花谷", "关联人偶:风晴雪、百里屠苏");
        DrawingCardList[13] = new DrawingCard(13, "静水湖", "关联人偶:谢衣");
        DrawingCardList[14] = new DrawingCard(14, "安陆", "关联人偶:红玉");
        DrawingCardList[15] = new DrawingCard(15, "神女墓", "关联人偶:阿阮");
        DrawingCardList[16] = new DrawingCard(16, "鄢陵", "关联人偶:岑缨");
        DrawingCardList[17] = new DrawingCard(17, "天鹿城", "关联人偶:北洛、玄戈&霓商");
        DrawingCardList[18] = new DrawingCard(18, "西陵", "关联人偶:巫炤、司危、嫘祖");
        DrawingCardList[19] = new DrawingCard(19, "有熊", "关联人偶:姬轩辕、缙云");
        DrawingCardList[20] = new DrawingCard(20, "白梦泽", "关联人偶:云无月、缙云、北洛");
        DrawingCardList[21] = new DrawingCard(21, "巫之国", "关联人偶:北洛、刘兄");
        DrawingCardList[22] = new DrawingCard(22, "鼎湖", "关联人偶:姬轩辕、缙云、嫘祖");
        DrawingCardList[23] = new DrawingCard(23, "赤水", "关联人偶:姬轩辕、嫘祖、悭臾");
        DrawingCardList[24] = new DrawingCard(24, "阳平", "关联人偶:刘兄");
        DrawingCardList[25] = new DrawingCard(25, "无名之地", "关联人偶:巫炤、司危");
        DrawingCardList[26] = new DrawingCard(26, "红叶湖", "关联人偶:襄铃、百里屠苏");
        DrawingCardList[27] = new DrawingCard(27, "捐毒", "关联人偶:乐无异、谢衣、沈夜");

        GoodCardList[0]  = new GoodCard(0, "昭明", "指定一名人偶工具锋利度+1");
        GoodCardList[1]  = new GoodCard(1, "露草", "使用后立即抽2张牌");
        GoodCardList[2]  = new GoodCard(2, "凤来", "指定一名玩家原地停留1回合");
        GoodCardList[3]  = new GoodCard(3, "黑龙鳞片", "指定一名玩家随机损失2张牌");
        GoodCardList[4]  = new GoodCard(4, "古剑焚寂", "指定一名人偶工具锋利度+1,若对象为百里屠苏,则+2");
        GoodCardList[5]  = new GoodCard(5, "古剑红玉", "指定一名人偶工具锋利度+1,若对象为红玉,则+2");
        GoodCardList[6]  = new GoodCard(6, "青玉司南佩", "使用后免除下一次厄运");
        GoodCardList[7]  = new GoodCard(7, "焦炭", "指定一名人偶工具数-5");
        GoodCardList[8]  = new GoodCard(8, "通天之器", "指定一张场上的卡牌,复制到手牌中");
        GoodCardList[9]  = new GoodCard(9, "无名之剑", "指定一名人偶工具锋利度+1,若对象为乐无异,则+2");
        GoodCardList[10] = new GoodCard(10, "金麒麟", "免除下一次借宿葱");
        GoodCardList[11] = new GoodCard(11, "兔子抱枕", "指定一名人偶工具数+5");
        GoodCardList[12] = new GoodCard(12, "古剑晗光", "指定一名人偶工具锋利度+1,若对象为乐无异,则+2");
        GoodCardList[13] = new GoodCard(13, "百胜刀", "指定一处场景土木值-5");
        GoodCardList[14] = new GoodCard(14, "忘川", "指定一名人偶工具锋利度+1,若对象为谢衣,则+2");
        GoodCardList[15] = new GoodCard(15, "华月箜篌", "指定一名场上的人偶,回到其拥有者的手牌中");
        GoodCardList[16] = new GoodCard(16, "太岁", "指定一名人偶工具锋利度+1,若对象为缙云或北洛,则+2");
        GoodCardList[17] = new GoodCard(17, "画板", "指定一处场景土木值+5");
        GoodCardList[18] = new GoodCard(18, "半魂莲", "将下一次遭遇到的厄运嫁祸给指定玩家,此效果持续5回合");
        GoodCardList[19] = new GoodCard(19, "玉梳", "指定一名人偶工具牢固度+2,若对象为司危,则+3");
        GoodCardList[20] = new GoodCard(20, "梦魂枝", "指定下一次扑卖点数");
        GoodCardList[21] = new GoodCard(21, "青丘尘中记", "指定一名玩家与自己平分葱,若刘兄在手牌中,多获得10%葱");
        GoodCardList[22] = new GoodCard(22, "天鹿", "指定一名人偶工具锋利度+1,若对象为北洛或玄戈&霓商,则+2");
    }